function EFFECT:Init(data)
	local Pos = data:GetOrigin()

	local em = ParticleEmitter(Pos)
	for i=1, 8 do 
		local part = em:Add("particle/particle_smokegrenade", Pos)
		if part then
			part:SetColor(70, 70, 70, 90)
			part:SetVelocity(Vector(math.random(-50,50),math.random(-50,50),math.random(-40,40)))
			part:SetDieTime(math.Rand(1,1.5))
			part:SetLifeTime(0)
			part:SetStartSize(1)
			part:SetEndSize(math.Rand(30,50))
			part:SetStartAlpha( math.Rand( 90, 110 ) )
			part:SetEndAlpha(1)
		end
	end
	em:Finish()
	
	for i=1,math.random(1,3) do
		local effectdata = EffectData()
		effectdata:SetOrigin(Pos)
		effectdata:SetScale(1)
		util.Effect("fire_gib", effectdata)
	end
	
	self.DieTime = CurTime() + 1
end

function EFFECT:Think()
	if CurTime() > self.DieTime then return false end
end

function EFFECT:Render()
end